Justinian the Great Version 1.2, a Civ2 scenario by Carl Fritz
EMAIL: cfritz@angelfire.com

Version 1.2
What's different?
Eliminated major objectives to make scenario compatible with MGE and
reset victory levels accordingly. 

Version 1.1
Summary of changes from version 1
- New objective values (used majors and minors)
- 4 new cities (Tingis, Malta, Rhodus, Balearus)
- Revised Events (removed garrison switch side events,
                  added Theodoric events,
                  West Romans no longer stuck at war)
- Some revised unit values 
- Some minor graphic revisions
- New title graphic
- Reset Last Contact for all tribes to current turn. This means you won't
  necessarily have to negotiate with a tribe if you move up next to them.
  I've finally figured out what the "clear last contact" flag in the King
  Edit does. You'd think it would erase the Contact Flag in the Edit
  Treaties section, but what it really does is set the value for all tribes
  from -1 to 1 (current turn). What -1 means, I'm not sure, but that is the
  default.

TABLE OF CONTENTS
 INSTALLATION
 SOUND DIRECTORY SETUP
 TROUBLESHOOTING SOUND SETUP
 PLAYERS NOTES
 ACKNOWLEDGEMENTS

INSTALLATION:
 This scenario requires Fantastic Worlds (FW) add-on for Civilization II
or Multiplayer Gold Edition (MGE). If you have either FW or MGE then you
probably already know that these files should be installed in a
subdirectory of the SCENARIO directory. This package contains
the files for the SOUND subdirectory for use in the scenario. If you use
WINZIP, use the "use folder names" option when you EXTRACT and you'll be
done. It will create a directory named JUSTIN. Otherwise, you'll have to
create an JUSTIN directory (or whatever you want) and SOUND directory
in the JUSTIN directory and move the .wav files and the file copysnd.bat
there. 
 To help you with the new units, wonders and technologies, a pedia.txt
file has been included so that the help in the game will be correct.

SOUND DIRECTORY SETUP:
 Assuming that you have created the SOUND directory for the scenarion and
that the .wav files and COPYSND.BAT are there, you need to execute
COPYSND.BAT from the SOUND directory to complete the SOUND directory setup.
This batch file was included instead of the actual sounds to save space
in the distribution file.

 Most of the scenario sounds are standard sounds from the game being used
in a non-standard way. They will be copied with the new name so that the
sounds are appropriate for the units. 

TROUBLESHOOTING SOUND SETUP:
 If you got the message "The CIV2\SOUND directory could not be found.",
it is probably because the CIV2 directory is not 3 levels below the
JUSTIN\SOUND directory. Make sure JUSTIN\SOUND is the current directory
when running copysnd.bat and that the JUSTIN directory is a subdirectory
of the CIV2\SCENARIO directory. If this was not the case, you may want
give it another shot.
 If you had other copy errors, there may be missing files in the 
CIV2\SOUND directory. Restore them and try copysnd.bat again if that was
the problem.
 If all of this fails, you can still do this manually. Here are the new
sounds in the SOUND directory you have to create and the source.

NEW SOUND		SOURCE
Newbank.wav	        ..\..\..\sound\Mrktplce.wav
Swrdhors.wav            Cavalry.wav  
Mchnguns.wav            Cavalry.wav
Custom1.wav             Cavalry.wav
Custom2.wav             Cavalry.wav
Custom3.wav             Cavalry.wav
Extra1.wav		Cavalry.wav
Extra2.wav		Cavalry.wav
Extra3.wav		Cavalry.wav
Extra4.wav		Cavalry.wav
Extra5.wav		Cavalry.wav
Extra6.wav		Cavalry.wav
Extra7.wav		Cavalry.wav
Extra8.wav		Cavalry.wav
Swordfgt.wav		Infantry.wav
Largexpl.wav		fire---.wav

PLAYERS NOTES:
This game uses the objective city scoring system with only walled cities
having any objective value. These are located in the civilized areas. 

The gameplay is very fluid! It will be easy to conquer, but hard to hold on
to conquests. The military situation is the most important. Research, trade
and diplomacy are not as important. The cities in the Eastern and Western
Roman Empires and the Persian Empire all start out with city walls. The 
city walls function to preserve population, but don't offer triple defense
against most units. Units that don't ignore city walls are the cataphract, 
the clibinarius, and both kinds of Hun horsemen. You might ask why Hun horsemen,
which have similar statistics to other horsemen in the scenario don't ignore
city walls. The reason is not a tactical one, but rather a strategic one.
I have set up things this way to increase the probability that the Vandals,
Goths, or Franks will make up the successor states of the Western Roman
Empire.

This game was designed to be played as the Eastern Romans. There's no reason,
however, that you can't play the other tribes.

Tribe Specific Notes:
~ East Romans: Constantinople is nearly impregnable. Late in the game,
Belisarius and Narses will appear. Use them for an offensive!
~ Goths: The Goths have 1 general at the start, Alaric. Later on they get
Ataulf and Theodoric. They are allied at the start with the Vandals and Franks
so that they don't get in each others way taking apart the West Roman Empire.
They'll probably be attacked by the Huns at the start. The Goths are the most
advanced of the barbarian tribes.
~ Vandals: The Vandals will get a large troop contingent in North Africa about
431 A.D. along with Gaiseric.
~ Franks: In this scenario, the "Franks" represent the Germanic and Nordic
Tribes along the North Sea and the British tribes not under Roman rule.
The Franks will get Clovis late in the game. 
~ Huns: About 435 A.D. the Huns get Attila and can start building HunNobles,
which are elite troops. If Attila dies, they the HunNobles become obsolete;
and the two Hun wonders, Roman Tribute and Hun Unity, also expire.
~ Persians: The Persians get Chosoes late in the game and random elephants.
~ West Romans: The West Romans have no capital at the start, but are building
one in Ravenna. They cannot negotiate with the Goths, Vandals, or Franks. They
have Stilicho at the start.
~ Barbarians: Even barbarians have barbarians! Berbers, Arabs, Kushans,
Sueves, and Blemye will appear randomly throughout the scenario. They are
meant to be a nuisance, but are not incapable of taking over cities.

UNITS
Because I had to create unique armies for each tribe, I was forced to
define the pre-reqs for each unit as a no,no advance. This means they don't
show up in the civilopedia. For some reason, the obsolescence method would
not work. The units would show up all right in the city build menu, but
the AI just refused to build any military units for several of the tribes!
All of this was puzzling because I have used the obsolescence method
successfully in other scenarios. The units are listed here.
TRIBE   	Unit  		ATT/DEF HP/FP MOVE COMMENT
--------------- --------------- ------- ----- ---- ------------------
Huns		Levy              3/6    2/1    2  Ign walls
	      	HorseArcher      12/5    2/1    5  
		HunNoble         12/5    2/2    5  See 2
Goths		Warrior           9/6    2/1    2  Ign walls
		Horseman         11/5	 2/1    4  Ign walls  
		NobleHorseman    11/5    2/2    4  Ign walls
		Archer            9/6    1/2    2  Ign walls, See 2
Vandals    	Warrior           9/6    2/1    2  Ign walls
		Horseman         11/5	 2/1    4  Ign walls  
		NobleHorseman    11/5    2/2    4  Ign walls
Franks		Axeman           11/6    2/1    2  Ign walls, Marine 
		NobleWarrior     11/6    3/1    2  Ign walls, Marine
                SaxonGalley      10/6    2/1    7
Persians	Levy		  3/6    2/1    2  Ign walls
		LightHorseman    10/5    2/1    4  Ign walls
		Clibinarius	 10/5    2/2    3  
		Elephant         12/3    1/3    3  
		P-Archer          9/6    1/2    2  Ign walls, See 2
Romans		Limitanei         5/7    2/1    2  Ign walls
(West and East) Comitatenses     10/5    2/1    2  Ign walls
		R-Cataphract     10/5    3/2    4  
		Psiloi           10/5    1/2    2  Ign walls, See 2
Common Units    Galley		  6/4    2/1    6  No shore	
		War Galley        9/6    2/1    6  No shore
		Transport         0/4    2/1    8
		Settler           0/1    1/1    2
		Engineer          0/2    1/1    2
		Diplomat          0/0    1/1    2
		Missionary        0/6	 2/2    2  Alpine, See 2, Ign ZOC

WONDERS
The wonders at the start of the scenario:
New Name        	Old Name          Owner         Obsolete
----------------------------------------------------------------
Pantheon		Hanging Gardens   West Romans	City of God
Pharos    		Lighthouse	  East Romans   nil
Port of Ostia    	Marco Polo	  West Romans   nil
Roman Tribute    	Collosus	  Huns		Attilas Death
Hun Unity		Sun Tzu's	  Huns          Attilas Death
Golden Horn             King Richard's    East Romans   nil
Eqyptian Corn Trade	Adam Smith's	  East Romans   nil
Council of Nicaea       Oracle		  East Romans   Monophysite Heresy
Hadrians Wall           Great Wall        West Romans   YES
Great Library		-		  Lost          Lost
Colossus		-		  Lost          Lost
Hanging Gardens		-		  Lost          Lost

The wonders which can be built during the scenario, only available 
to the East Romans, unless they are foolish enough to trade the
Justinian's Reign advance away.
New Name        	Old Name          Owner         Obsolete
----------------------------------------------------------------
Church of St. Sophia    J.S. Bach         Buildable     nil
Justinian Code          Eifel Tower       Buildable     nil  

WARNING: Don't edit the Events.txt file with the FW editor. Barbarian
units are created by events, and the FW editor doesn't allow that, but
text editing it does allow that.

ACKNOWLEDGEMENTS
The title.gif is taken from a mosaic from the apse of San Vitale, Ravenna.
It show Justinian and his lords in waiting. 

The limitanei unit graphic is based on an image taken from
the "Late Roman Infantryman" by Simon MacDowell and Gerry Embleton 
(1994 Osprey Military Series).

The city "flags" are based on the city "flags" in "The Punic War" scenario
by John Mavin.

Some sound effects sampled from the movie Henry V with Kenneth Branagh.